225 lines
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225 lines
10 KiB
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<TITLE>class SG_EXPORT osg::BoundingBox</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingBox</A></H2></H2><BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.</BLOCKQUOTE>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.1">_min</A></B>
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<DD><I>The corner with the smallest values for each coordinate of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.2">_max</A></B>
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<DD><I>The corner with the largest values for each coordinate of the bounding box</I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.3">BoundingBox</A></B>()
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<DD><I>construct to invalid values to represent an unset bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.4">init</A></B>()
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<DD><I>initialize to invalid values to represent an unset bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.5">isValid</A></B>() const
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<DD><I>return true if the bounding box contains valid values, false if the bounding box is effectively unset/empty</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.6">xMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.7">xMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.8">yMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.9">yMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.10">zMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.11">zMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.12">xMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.13">xMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.14">yMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.15">yMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.3.16">zMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.17">zMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.18">center</A></B>() const
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<DD><I>Calculate and return the center of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.19">radius</A></B>() const
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<DD><I>Calculate and return the radius of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.20">radius2</A></B>() const
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<DD><I>Calculate and return the radius squared of the bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.21">corner</A></B>(unsigned int pos) const
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<DD><I>return the corner of the bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.22">expandBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& v)
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<DD><I>If the vertex is outwith the box expand to ecompass vertex.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.23">expandBy</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>& bb)
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<DD><I>If incomming box is outwith the box expand to ecompass incomming box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.24">expandBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>& sh)
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<DD><I>If incomming sphere is outwith the box expand to ecompass incomming sphere.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.25">contains</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& v) const
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<DD><I>return true is vertex v is within the box</I>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.
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Used to bounding the leaf objects in the scene,
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i.e. osg::GeoSet's to assist in view frustum culling etc.</BLOCKQUOTE>
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<DL>
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<A NAME="_min"></A>
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<A NAME="DOC.2.3.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _min</B></TT>
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<DD>The corner with the smallest values for each coordinate of the
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bounding box
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<DL><DT><DD></DL><P>
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<A NAME="_max"></A>
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<A NAME="DOC.2.3.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _max</B></TT>
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<DD>The corner with the largest values for each coordinate of the
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bounding box
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<DL><DT><DD></DL><P>
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<A NAME="BoundingBox"></A>
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<A NAME="DOC.2.3.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BoundingBox()</B></TT>
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<DD>construct to invalid values to represent an unset bounding box
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<DL><DT><DD></DL><P>
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<A NAME="init"></A>
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<A NAME="DOC.2.3.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void init()</B></TT>
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<DD>initialize to invalid values to represent an unset bounding box
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<DL><DT><DD></DL><P>
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<A NAME="isValid"></A>
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<A NAME="DOC.2.3.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isValid() const </B></TT>
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<DD>return true if the bounding box contains valid values,
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false if the bounding box is effectively unset/empty
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<DL><DT><DD></DL><P>
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<A NAME="xMin"></A>
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<A NAME="DOC.2.3.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& xMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMin"></A>
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<A NAME="DOC.2.3.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin"></A>
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<A NAME="DOC.2.3.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& yMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin"></A>
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<A NAME="DOC.2.3.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin"></A>
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<A NAME="DOC.2.3.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& zMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin"></A>
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<A NAME="DOC.2.3.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax"></A>
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<A NAME="DOC.2.3.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& xMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax"></A>
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<A NAME="DOC.2.3.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax"></A>
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<A NAME="DOC.2.3.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& yMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax"></A>
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<A NAME="DOC.2.3.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax"></A>
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<A NAME="DOC.2.3.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& zMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax"></A>
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<A NAME="DOC.2.3.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="center"></A>
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<A NAME="DOC.2.3.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> center() const </B></TT>
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<DD>Calculate and return the center of the bounding box
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<DL><DT><DD></DL><P>
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<A NAME="radius"></A>
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<A NAME="DOC.2.3.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius() const </B></TT>
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<DD>Calculate and return the radius of the bounding box
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<DL><DT><DD></DL><P>
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<A NAME="radius2"></A>
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<A NAME="DOC.2.3.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius2() const </B></TT>
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<DD>Calculate and return the radius squared of the bounding box.
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Note, radius2() is faster to calculate than radius().
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<DL><DT><DD></DL><P>
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<A NAME="corner"></A>
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<A NAME="DOC.2.3.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> corner(unsigned int pos) const </B></TT>
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<DD>return the corner of the bounding box.
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Position (pos) is specfied by a number between 0 and 7,
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the first bit toggles between x min and x max, second
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bit toggles between y min and y max, third bit toggles
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between z min and z max.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.3.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="Vec3.html">Vec3</A>& v)</B></TT>
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<DD>If the vertex is outwith the box expand to ecompass vertex.
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If this box is empty then move set this box's min max to vertex.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.3.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingBox.html">BoundingBox</A>& bb)</B></TT>
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<DD>If incomming box is outwith the box expand to ecompass incomming box.
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If this box is empty then move set this box to incomming box.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.3.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>& sh)</B></TT>
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<DD>If incomming sphere is outwith the box expand to ecompass incomming sphere.
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If this box is empty then move set this box to encompass the sphere.
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.3.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">Vec3</A>& v) const </B></TT>
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<DD>return true is vertex v is within the box
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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